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Entries Tagged as 'Second Life'

Second Life v Facebook: Which Makes More Money?

February 15th, 2010 · View Comments · Second Life

While most consumers tightened their real-world purse strings in 2009, but that did not seem to hurt sales of virtual goods. Users of virtual world Second Life spent $567 million buying virtual goods in 2009. 65% year-over-year increase in spending on user-generated virtual items for avatars. It’s marketplace saw virtual goods sales of $6.1 million. The economy is based on the Linden™ dollar (L$), Second Life’s virtual currency. You can buy and sell L$ on the LindeX™ the official virtual currency exchange of Second Life. In 2008 more than USD $100 million worth of L$ were bought and sold on the LindeX. While Facebook gets the media hype, Second Life generates real money – even though it starts as virtual money. Let’s look at the figures.

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Flickr, Make a Slideshow & Gallery of other People’s Photos

October 10th, 2009 · Comments Off · Flickr

You can now create slideshows of other people’s photos in Flickr by using the new Gallery tool. Whereas the Collection and Set features lets you organized your own photos, the gallery option lets you collect photos from other Flickr photo-streams.

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Second Life's virtual economy over $500M a year

September 22nd, 2009 · Comments Off · Second Life

Patrick Hoge, writing in the San Francisco Business Times, reports that Second Life “residents” have spent more than $1 billion in transactions to date and spent 1 billion hours logged into this virtual world.

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Fotolog to Sell Virtual Goods to 27 million members

September 22nd, 2009 · Comments Off · How To

Viximo, a developer of virtual goods solutions for social networking sites, has partnered with Fotolog, the world’s most popular photo-blogging site. Fotolog intends to use Viximo’s technologies to offer virtual goods to its 27 million members.

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Virtual Rentals are the new business model for Social Networks

September 20th, 2009 · Comments Off · How To

Reuters note that Asia is also a playground for a range of virtual business models such as rentals.

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Real Estate Prices Collapse in Virtual Worlds due to Real World Recession

September 17th, 2009 · Comments Off · How To

Reflecting the fall of property values in the real world, it now seems that the price of real estate in Virtual Worlds is also collapsing.

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Second Life to serve as Virtual Learning Model at University of Texas

September 16th, 2009 · Comments Off · Technical Writing

Linden Lab, the Makers of Second Life, have rolled out the first virtual learning environment in the world at the University of Texas.

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Asia’s top Social Networking Site Makes 830m USD from Virtual Goods

September 16th, 2009 · View Comments · Facebook

Reuters report that Asia’s social networking sites appear to have solved found lucrative ways to leverage profits from their online gamers. Asians spend an estimated $5 billion a year on virtual purchases via websites such as Qzone, Cyworld in South Korea and mobile-phone based network Gree in Japan, according to Plus Eight Star.

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What Facebook can learn from Asian Virtual Goods Business Models

September 15th, 2009 · View Comments · Facebook

What Facebook can learn from Asian Virtual Goods Business Models

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Linden Research/Second Life Sued by Virtual Goods Maker

September 15th, 2009 · Comments Off · Technical Writing

Kevin Alderman, who sells virtual goods in Second Life, has sued Linden Lab for allowing other to sell his products without his permission.

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What’s Realtime Worlds’ alternative “monthly subscription model” for APB?

September 15th, 2009 · Comments Off · How To

Realtime Worlds is to adopt an alternative “traditional monthly subscription model” with its upcoming MMO APB. The game’s web site confirms the adoption of a non-traditional revenue model, although it side steps giving details of the terms of payment.

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What’s Realtime Worlds’ alternative "monthly subscription model" for APB?

September 15th, 2009 · Comments Off · How To

Realtime Worlds is to adopt an alternative “traditional monthly subscription model” with its upcoming MMO APB. The game’s web site confirms the adoption of a non-traditional revenue model, although it side steps giving details of the terms of payment.

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Report: Free-to-Play Web Games Generate Most Virtual Purchases

September 14th, 2009 · Comments Off · Technical Writing

Mark Hefflinger reports that, as online gaming companies explore how virtual goods can leads to revenue generation, a new survey shows that, “free-to-play games attract the greatest number of virtual goods buyers, and that virtual currency is the most popular purchase.”

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Virtual Currency News, Sept 11

September 10th, 2009 · Comments Off · Technical Writing

Google Checkout to re-launch with micro-transactions, The Virtual Currency Revolution, Nonprofits test Facebook’s credits platform, Virtual currency takes off in Asian social networking sites, How Renting Virtual Goods works in Asia, txtNation bet on micro-payments, TrialPay and WeeWorld chose BOKU as online payments system, Facebook Targets Paypal

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Why a virtual currency is not a currency?

September 8th, 2009 · Comments Off · Technical Writing

The subject of virtual currencies has been covered recently in several leading magazines, such as BusinessWeek, Wired, and even CNN. While all of these have discussed the impact virtual currency may have on the internet, very few have actually defined what a virtual currency is and how it differs from a real currency.

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